Morsels - tbydxn

Morning,

Just a very minor patch to the demo build with two small fixes:

  • Previous ticket fix also broke the ticket, sorry… fixed.

  • Controller deadzones should now work properly.

<3

SwordBorn - KMOON

[dynamiclink href="https://youtu.be/IObNsuXMK0Q"][/dynamiclink]

Island Market Simulator - ONurGke
🏝️ Island Market Simulator v0.3 Update is Here!
We’ve packed this release with clarity, quality-of-life improvements, and fresh content to deepen your island trading experience!


📚 Revamped Tutorial & UI
  • Complete tutorial overhaul: Every step is now crystal clear, guiding you through planting, harvesting, and trading with on-screen tips and highlights.

  • Intuitive button states: UI elements instantly show active vs. inactive functions—no more guessing which action you’re about to take.


🥛 Crate Management & Item Details
  • Dedicated milk crates: Milk collection crates and empty product crates can now be distinguished.

  • Seed-to-crop tooltips: Hover over any seed to see exactly which crop it grows into and how long it will take.

  • Rich item HUD: View an item’s name, type, and remaining durability or uses while holding it—no need to open menus.


💰 Economy & NPC Overhaul
  • Auto-pricing system: When you list goods for sale, suggested prices are assigned automatically—just confirm and trade!

  • Three NPC tiers: Rich, Middle-Class, and Poor visitors now have unique names, preferences, and price-acceptance thresholds for a more dynamic market.

  • Friendly skeleton aide: If your funds drop to zero, sleep peacefully for two days and a helpful skeleton will appear to lend you a hand.


🚧 Map Collision & Animation Fixes
  • Smooth map traversal: All collision glitches have been fixed so you can explore beaches and groves without ever getting stuck.

  • Faster rotation controls: Shelves, displays, and other placeable objects now rotate more quickly, making setup a breeze.

  • Satisfying placement animation: A new spin-and-snap effect adds polish every time you position items.

  • Safety confirmations: “Are you sure you want to sleep?” and faction-selection dialogs prevent accidental choices while navigating menus.


🗓️ Calendar & Wayfinding Upgrades
  • Detailed calendar view: Track day counters, seasonal events, and special festivals right in the pause menu—plan your harvests and sales with confidence.

  • Improved navigation markers: Clear signposts and map pins make finding your home, storage, and key stalls effortless.

  • Enhanced NPC animations: Watch buyers browse stalls and wait in line with updated, lifelike movements that bring the market to life.


Developer’s Secret Message

“Coming soon in the v0.5 update: we’ll be available in 11 different languages for our valued players—stay tuned!”


Dive back into Island Market Simulator v0.3 and discover a richer, smoother, and more strategic trading adventure! 🌟


Lost and Found Co. - Ducky

🗒️ Patch Note 2.1.1 Demo Update

✨ Improvements & New Features:

  • Improved text clarity across all UI elements to enhance readability.

🐞 Bug Fixes:

  • Fixed an issue where dialogue appeared empty when using non-English languages.

  • Other minor bug fixes and stability improvements.

Join our Discord or Steam Forum to let us know about what you think about this update and report any bugs! Thank you for your continued support! 💛

- Ducky

Lost and Found Co. team

Fallen Aces - El Oshcuro
Heya dumb palookas and palookettes, can ya believe it?

It's been one whole year since we went and released Fallen Aces into Early Access here on Steam!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/6852870308425183965"][/dynamiclink]

Soon after that we added autosaves and new options and all sorts of good stuff for ya!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/4195747069390512864"][/dynamiclink]

Then came the Turf War!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/7125346423944918232"][/dynamiclink]

And then after that cuz yous all complained so much, we went and got da game Steam Deck Verified!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/4687773573358770867"][/dynamiclink]

But then since you'd all been so nice and patient - we built yas The Hideout!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/4473858936341005056"][/dynamiclink]

Then we redid all the cars!

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/535469307384037520"][/dynamiclink]

And just a few weeks ago we released the Level Editor and Steam Workshop.

Nice.

[dynamiclink href="https://store.steampowered.com/news/app/1411910/view/535477547601757757"][/dynamiclink]

And there's already tons of mods for it, nicely done boys!

https://steamcommunity.com/app/1411910/workshop/

But we're not just here to yap about the good old days.

We're hard at work on Episode 2 - so the least we could do is show ya some more screenshots!

So thanks to alla yous for bein' here and taking part in the development of this here video game we're makin!

Episode 2 of Fallen Aces will be out sometime this year, alright?

See ya then, kiddo.

[dynamiclink href="https://store.steampowered.com/app/1411910/Fallen_Aces/"][/dynamiclink][dynamiclink href="https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/"][/dynamiclink]

Frame of Mind - A game of thoughts. - betalars

To celebrate the end of next fest, we will be holding yet another development live stream here on Steam.

Today we're not going to let ourselves get distracted by bugfixing and actually get to work on creating stunning shaders for our subway!

So join us to take a look at what is possible with the power of Godot and Open Source. Make sure to also ask any questions you may have in the live chat. If I'm not too distracted by, I may even get to answering them.

But don't stress yourself too much: You will still be able to play our demo after this next fest and there will very likely even more development insights before our release.

7:16am
Sector Unknown - Prologue - Creative Storm Entertainment
Updates:

  • Fixed bug where Cheetah, Fang and Tooba would still sometimes appear in the base
  • Added missing tooltip data for accessories on evasion and damage stats
  • Moved crate containing Lil Pecker pistol back to a accessable spot
  • Prepared UI to properly show for different languages
  • Made numerous dialogue edits
  • Removed tier one pistols from crafting until that tier is researched
  • Numerous Sjo fixes

    More to come - thanks again for the feedback and help!
勇者与亡灵之都 - steem
修复了部分技能描述错误的问题
7:06am
Tortuga City - HerrGrievous
- Minimap Wall-Icon fixed
All Quiet in the Trenches - Totally Not Aliens

We have prepared another, slightly larger patch that should fix most of the reported issues.

Saves from version 0.9.x should remain intact. However, if you encounter any errors while loading or in the game, you can revert to version 0.9.2 at any time via the Steam Beta Branch.

Thanks a lot to everyone, and see you soon!

Patch Notes 0.9.3

Improvements

  • Surrendered/captured soldiers will no longer proceed to the enemy trench if their escort is wounded

  • Allowed surrendered soldiers to attempt to return if there are no enemies nearby, even if they are behind enemy lines

  • Changed wounded soldiers to always return to their nearby troop (if in close range) instead of retreating

  • Prevented the 'Share Food' (ham) story from triggering for Jewish soldiers

Balancing

  • The effects of comrade deaths (e.g. grief, war fatigue, player standing) now trigger after the battle instead of immediately

  • Stress gain has been modified when soldiers recognise that a comrade has died in battle

  • The detection range for recognising dead comrades has been increased and made consistent

  • Threshold values of the "Too far forward" and "Too far behind" attributes have been increased when in the target trench

  • The number of soldiers that can be wounded from consecutive melee combat actions in a single turn has been limited

  • Prevented NPC troops from providing first aid when they need to retreat following a lost melee combat

  • The required number of soldiers for the 'Unload carts' project in the 'Friendly Fire' scenario has been reduced from 4 to 3

  • Slightly reduced Hard Mode difficulty (it's still very hard!)

  • Minor adjustments

Bugfixes

  • Changed how turns are initialised in battles, which improves general stability and fixes several issues (this also leads to a slightly different camera behavior when transitioning out of cutscenes and at the end of a level)

  • Fixed dead soldiers not appearing on the battlefield when loading a saved game, which could lead to strange behaviour and sometimes cause errors

  • Fixed troops not being able to break free from certain melee positions

  • Fixed an issue where troops would sometimes fail to retreat after losing in melee combat

  • Fixed some minor issues with separated soldiers

  • Fixed soldiers retaining their 'surrendered' state on rare occasions

  • Soldiers no longer fight from incorrect positions in cutscenes after consecutive melee combats in a single turn

  • Fixed the issue of separated bleeding soldiers sometimes walking away while receiving first aid

  • Fixed deserted soldiers still being visible in the camp

  • Fixed an issue where two levels could be assigned at once after the 'Bloody Offensive' scenario

  • Gas mask stories can no longer trigger before gas masks are handed out

  • Fixed the Lieutenant's redundant standard feedback after the "Friendly Fire" scenario

  • Granted a rest turn after a victory in the 'Friendly Fire' scenario, as stated in the journal text

  • Fixed an issue with hospital capacity after the tutorial levels

  • Proper wrapping has been added to prevent attribute UI elements from overflowing the troop action window, and a potential error has been fixed when there were too many attributes to display

  • Broken save files will now be ignored and marked as incompatible

  • Some translations have been adjusted (English)

  • Fixed some missing translations (English)

  • Fixed some typos (English and German)

...

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